using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Space_Cleaner.SpaceCleaner;
using Space_Cleaner.Utils;

namespace Space_Cleaner
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        private SC_World world;

        private KeyboardState oldKeyboardState;
        private KeyboardState KeyboardState;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 680;
            graphics.PreferredBackBufferWidth = 1024;

            //graphics.PreferredBackBufferWidth = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width;
            //graphics.PreferredBackBufferHeight = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height;

            //graphics.IsFullScreen = true;

            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            world = SC_World.getInstance();
            world.init(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, Content);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            KeyboardState = Keyboard.GetState();
            if (KeyboardState.IsKeyDown(Keys.D1))
            {

                if (graphics.IsFullScreen == true)
                {
                    graphics.PreferredBackBufferHeight = 680;
                    graphics.PreferredBackBufferWidth = 1024;
                }
                else
                {
                    graphics.PreferredBackBufferWidth = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width;
                    graphics.PreferredBackBufferHeight = System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height;
                }
                graphics.ToggleFullScreen();
            }
            oldKeyboardState = KeyboardState;

            world.update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);
            spriteBatch.Begin();
            world.draw(spriteBatch);

            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
